dreamstrata's Recent Forum Activity

  • One of the benefits of timeline object manipulation is being able to stack transforms. One timeline can be blended with another timeline animation. This actually allowed me to create a puzzle sequence through impromptu development with comical zest.

    One of the dangers with the experimental-phase timeline is that if you don't lock the transforms in the timeline before deselecting the object in question, you'll likely lose all the animations you have created; not only the keyframes, but also the added properties.

  • The new timeline editor is a wonderful addition which adds the required (something I probably cannot do without) convenience for creating more complex interactions in a more compact manner by eliminating the need to do transforms with the event sheet in place of keyframing with object movement within the editor.

    Master key frames is an interesting concept that I've never seen in all the previous timelines I've worked with. Visualizing all your key frame placements within one single line is quite convenient.

    The obsessive list of easing options is one of the best parts of this editor, because combining them within context of how fast you animate them yields numerous results within a single easing type itself.

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    With it being an experimental option, it already does production level things. However; when you have a dialog focused above an opened timeline editor, pressing the spacebar while typing text will play the timeline and will eventually crash Construct 3 when you commit to completion of the dialog, namely the `add built-in function` one because that's where I found out that it did such a thing.

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  • Construct 3 extraordinaires stay humble because remember the time when we couldn't even select multiple animation frames in the editor?

  • Since initial animation property is now handled with a rollout, you can use it as a quick way to make comparisons if the sprite doesn't literally use animations.

    An example would be a turret with multiple shot types. Rather than remembering all the shot types, you can store the names as animations and have the code check for which animation is running to determine how the turret will shoot.

    Fun ways to make Construct easier to work with.

  • > > > If you redraw all your animation frames and put them in the same folder on your hard drive, you can hit the replace button and Construct will update all the frames and still keep all your image points and collisions in the same place.

    > > >

    > > > It's one of the most important features for tweaking animations.

    > >

    > > Oh my god

    > >

    > > I've been doing this by hand smh

    >

    > I went to check the desktop version of C3 to see if the feature has been added to it, and it hasn't. So we'll have to make do until it comes back.

    Found it

    You are the champion.

  • > If you redraw all your animation frames and put them in the same folder on your hard drive, you can hit the replace button and Construct will update all the frames and still keep all your image points and collisions in the same place.

    >

    > It's one of the most important features for tweaking animations.

    Oh my god

    I've been doing this by hand smh

    I went to check the desktop version of C3 to see if the feature has been added to it, and it hasn't. So we'll have to make do until it comes back.

  • > Not having reload animations from files will be a blow to micro-managing animations with complex frame-by-frame interactions. Uh oh.

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    >

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    What does this do?

    If you redraw all your animation frames and put them in the same folder on your hard drive, you can hit the replace button and Construct will update all the frames and still keep all your image points and collisions in the same place.

    It's one of the most important features for tweaking animations.

  • The addition of alphabetized variables and including family variables within the child object's listing is great. Good job with that one.

  • > Not having reload animations from files will be a blow to micro-managing animations with complex frame-by-frame interactions. Uh oh.

    It is possible in the desktop version.

    That is wonderful to know. Thanks brother.

  • Not having reload animations from files will be a blow to micro-managing animations with complex frame-by-frame interactions. Uh oh.

  • Ctrl + A looks awesome in Construct 3. We're one step closer to Tron Legacy with each quarter decade of software maintenance.

  • Shamefully, I never tried to type A for add action or C for add Condition when an event is focused during C2 times, but it does indeed work for C3. This will shave off seconds upon seconds throughout the day and it's a wonderful thing to not need it to be a development suggestion.

    Edit : AND B to add blank sub-event. Absolute power.

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dreamstrata

Member since 27 Feb, 2019

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